Hi,
Is there any way to create an UMG Widget Animation and take a “key”/param to reference a widget not created yet instead of using the ones within the UMG Editor?
My children widgets (which the animation will run on) are created at runtime, depending on external data.
For the moment, the only solution I found was to create a specific animatable parameter which will be used by the main widget to translate each child widget, but if there are other ways, let me know.
Thanks
I don’t know of a way to do exactly what you ask, but…
Perhaps another method to accomplish the same thing would be to create a container widget like a Canvas
or ScaleBox
(etc.) and then animate that. Then when you create your dynamic widget you could make it a child of the animated container widget.
Yeah, this is what I do at this moment.
The main widget has some parameters I use in the animation to manipulate its own children.
However it would have been great to have other ways to do this, such as overriding WidgetAnimation and still be able to use it in the UMG Editor tool.